I have decided to update the graphics and gameplay of one of my old titles, Dragonsglid! In Dragonsglid, you went around dungeons fighting randomly spawning enemies. At the end of each dungeon, a boss enemy with a clever pun would test your strength.

Unfortunately, every dungeon was really linear and easy, with plain, open rooms, there was no backtracking in rooms or dungeons, and there were no secrets. I'm here to change all of that. Along with that, I'm introducing:*A new extensive story (Done)*Customizable moveset (Done) *Interesting battle graphics (Done)And unlike all my other projects, I won't release Sorcery of Uvutu until I'm 100% satisfied with it. So now I am.

15 years ago, the nameless One of the Prophesy made a choice that would change the future forever. Unfortunately, that change didn't last long, as his kingdom, taken first by the Dragonsglid, fell into disorder and crumbled. 15 years after the events of Dragonsglid, the One of the Prophesy lived on and had a child, who had immense potential to save those left of the Uvutians.

That looks cool so far and nice improvment on the graphics. Will the final title be Dragonsglid: Arcane of Uvutu?

Some of the dungeon graphics are interesting, although I am confused about the 3rd on the left and the 1st on the right. Are they supposed to be small rocks or holes? Ideally, unless the floor is surrounded by plenty of holes, you should try to make the floor easier to distinguish from the walls, like for the other tilesets. The swamp one is my favorite

Nice to see you again, by the way. I hope you have more free time soon

That looks cool so far and nice improvment on the graphics. Will the final title be Dragonsglid: Arcane of Uvutu?

Some of the dungeon graphics are interesting, although I am confused about the 3rd on the left and the 1st on the right. Are they supposed to be small rocks or holes? Ideally, unless the floor is surrounded by plenty of holes, you should try to make the floor easier to distinguish from the walls, like for the other tilesets. The swamp one is my favorite

Nice to see you again, by the way. I hope you have more free time soon

Actually, that's not a bad title. I might do that.They are both supposed to be holes in the stone floor and the bricks, respectively. From the brick I'd like it to remain the same, so that it looks like it used to be a part of the floor but was cracked. I like the swamp one too, from the size that the screenshot is at. I wasn't too sure about the inner tiles but it looks great.Right now I'm working on animations for moves in battle. Then I'll probably get to making the basics of the battle screen.

real(3,2,X,Y,20,1,0,0→T //This checks the tile the player is standing on (before it's rendered) at (X,Y) on a 20 width map stored in Str1. The ending 0,0 is the x and y offsetIf (T>7 and T<16) or T=23 or T=24 // These values correspond to numbers in your tileset. 0 is the one on the very top left, 1 right below, etc.ThenZ→Xθ→Y // Z and θ hold the values of X and Y before I tried to moveEndThe sliding animation?

Ah ok cool to hear. I wonder: What is the guy sprite supposed to represent? Are you a monster in this game is this sprite a placeholder?

The character's actually wearing a hood. Basically so you can imagine yourself as the hero. Now I've (easily) added the overworld menu, I just have to add saving and quitting, save files, and the items menu and I'll be all done with that. The battle system will also become better when I add the save file.

I like it so far . Do you plan to make the title screen have some extra effects for the title so that the text is larger or something? I'm unsure how hard it would be without using sprites, though. Or you could use the remaining sprite space later for a larger title font.

Will there be battle backgrounds at the top, such as a row of tree sprites?